/valis/ - Video-Ast. Ludic Interactive Sys

8/vg/ Muster Place

SAVE THIS FILE: Anon.cafe Fallback File v1.1 (updated 2021-12-13)

Want your event posted here? Requests accepted in this /meta/ thread.

Max message length: 20000

Drag files to upload or
click here to select them

Maximum 5 files / Maximum size: 20.00 MB

Board Rules

(used to delete files and postings)

Cum Dignitate Otium et Ludus

Open file (305.92 KB 640x480 q0m.png)
Post about a game that you recently played Anonymous 11/07/2021 (Sun) 09:32:45 No.1362
And whether you had fun
Edited last time by weebanon on 03/01/2022 (Tue) 18:18:48.
>>2036 >though I've heard that in the prototype for the unreleased official English version the characters move faster, as well as having different speeds per character That would be an improvement yeah, but at the same time that could make the game a bit too easy since it's not really designed with fast combat in mind. >the AI for both the enemies and your party members is so painfully simplistic that every battle plays out exactly the same Well it's an 8-bit game. It's really impressive that they were able to implement that at all, as well as those other things. We compare it to greatly refined examples but this may very well be the first party-based action RPG. >otherwise my teammates just kill themselves Just have them defend, then they will run away from enemies giving you enough time to deal with them one by one.
Open file (14.41 KB 240x240 fancy1.jpg)
Open file (41.39 KB 616x347 fancy2.jpg)
Open file (26.04 KB 616x347 fancy3.jpg)
Open file (32.78 KB 616x347 fancy5.jpg)
Open file (48.90 KB 616x347 fancy4.jpg)
The Fancy Pants Adventures is a name that will be immediately familiar to any Flash aficionados, the fast-paced 2D platformer was a must have for any browser game website in the late 2000s. Like some of its contemporaries (Alien Hominid, Shift, Castle Crashers), FPA would see an enhanced commercial installment in 2011's The Fancy Pants Adventures (dropping the World moniker seen in the freeware Flash versions) which brought the experience to PSN and XBLA, featuring a brand new story mode. The story is almost as old as the platforming genre, your sister is kidnapped by a band of pirates and it's your job to rescue her. Throughout the game you'll meet various characters with distinct personalities who you can choose to aid if you fancy it. The writing is very 2000s, there's moar epic lulz of d00m than you can shake a pencil at, which will grate for some but to others it will be a happy reminder of a less cynical time online. To save your sister you need to speed through about a dozen levels of platforming action. The game feels like a cross between Sonic, Mirror's Edge and Line Rider. You can pick up speed very quickly (especially on sloped surfaces) and are encouraged to duck into rolls and slides to gain that extra momentum, jumping is mixed up with back-flips and the ability to wall jump, you can also climb ledges to help reach those high up places. Swimming is here too and it works fine for what it is. Combat is simple, by jumping on an enemy you'll turn them into a physics object that you can kick like a ball to deal the final blow, it's also possible to hold jump before landing to deal extra damage (which kills weaker enemies outright). Later on Fancy Pants Man acquires a pencil, which can be used like a sword for various stabs and swings, it even provides some new movement options which is a nice bonus to make it more useful. There's 3 bosses (across 4 fights) in the entire game but they're nothing to write home about. So good as this all sounds unfortunately the controls aren't perfect, sometimes it feels as though you have too much inertia (turning around even from a standstill takes longer than it should for example) and there is a bit of input lag. Collision detection can also feel slightly off and you'll clip in weird ways on occasion. When you do get the hang of movement though there's a lot of fun to be had banding through half pipes, bolting down slopes and catapulting off of ramps through the air. As mentioned the levels feature all sorts of curvaceous geometry to slide your Fancy Pants Man around, being fairly open you have some choice as to how you reach your objective (the pencil gives you even more flexibility here). There's also collectables scattered throughout, from big yellow stars to the ubiquitous squiggles, the game keeps track of these so you can go for 100% if you want. The main attraction for completionists however is your ever expanding wardrobe, which lets you play dress up with various pants, weapons and hats (maybe the game should've been called The Fancy Hat Adventures?). This is where the NPCs come in, complete their timed challenge and each will reward you with something fancy to wear. There's over 100 items to collect but unfortunately there isn't enough content to last that long so you will need to replay levels if you want everything. All the levels from the classic World 1 and World 2 versions are included here though, which is a nice touch and adds some playtime. There's also coop and competitive multiplayer modes if you have some buds on hand. The graphics are vintage Flash, thick vectorized outlines are filled with solid blocks of color that animate with a certain jerkiness, this is definitely a style that will bring back memories for some. There is a lack of refinement to the visuals (especially compared to the guest artist rooms hidden in World 2, which showcase a noticeable step up in quality) but it simply adds to the charm. Fancy Pants Man himself is vibrantly animated, there's a real sense of playing a Flash cartoon as he runs around the world, he even has contextual actions such as headbanging when you crouch rapidly or putting his arms forward as you dive into a pool of water. To compliment this we have the music, which features plenty of rock guitar with organ to match, other instruments being used as needed. It's a pretty good selection with faster songs that set the pace to more relaxed tracks that reinforce the game's personality. It all feels consistent and there aren't really any bad tracks. Sound is very basic but it works, it's pretty much ripped straight from the Flash versions so nothing notable there. Despite the price tag The Fancy Pants Adventures is still a Flash game at heart, the kind that you would expect to find on Newgrounds back in the day (and you can, in the content reduced World 3 version). Unfortunately this isn't the polished Fancy Pants experience it could've been, but anyone with a fondness for the originals will have an easy time enjoying this sprint down memory lane. Check it out if it takes your fancy!
Open file (2.22 MB 1920x1080 Fury Unleashed.png)
Open file (169.09 KB 1600x900 Fury Unleashed2.jpg)
Was looking for something that I could just sit back, relax and play with a controller,never saw anyone talk about this game for some reason guess it just flew under the radar in a time where there are more roguelites than you can shake a stick at, It's a plataforming shooter roguelite with a comic book style like Comix Zone, remember that? That has you fight amazonian cursed skeletons, nazis and then aliens in 3 different comic books each one ending with a major boss fight out of 3 possible bosses for each comic. The story is that your creator has lost faith in himself and you, once a prestiged character from an acclaimed comic book that some say lost it's spark, you head out to prove him wrong by shooting,slashing and blowing up everything in your path. The gameplay is just really solid and simple, you have your shoot button, your melee,your grenade button, your sprint/dash and of course jump, with movement being done by the d-pad or left analog stick and your aiming with the right analog stick. The whole point is to build up a combo by killing things fast, suffering damage and taking too long resets your combo, a higher combo rewards you with black ink which is used to buy upgrades after a run and golden ink which is used during a run to interact with characters so that they can unlock a new weapon for you, sell you an assortment of items, give you a buff and so on. The standard difficulty seems pretty doable for me which means it's easy because I suck, but there are unlockable higher difficulties and 2 optional difficulties one where you move to the rhytm of the music, like Crypt of the Necrodancer and another where time moves only when you move, like Superhot. Sound design is good, the weapons feel impactful and the soundtrack metal changes the higher you get your combo. Replayability comes from all the different mini bosses 40 in total and main bosses 9 that you can encounter and just generally trying to do better than your last run/beating it on a higher difficulty. All in all it's nothing extraordinary other than being a good dose of mindless fun, can be played with a mouse and keyboard but sitting back and playing with a controller takes me back to better days. thanks OP
>>2101 Does it actually do the comics aesthetic like Comix Zone?
>>2102 Not really, what you see in the 2nd pic is what you get in the first comic.
>>2105 Shame.
Open file (23.20 KB 241x414 bloodlines.jpg)
Open file (51.07 KB 616x347 bloodlines2.jpg)
Open file (54.00 KB 616x347 bloodlines4.jpg)
Open file (52.42 KB 616x347 bloodlines3.jpg)
Open file (63.82 KB 616x347 bloodlines5.jpg)
2009's Assassin's Creed: Bloodlines attempts to bring the open world shank 'em up to PSP, developed by mobile games company Griptonite (now Glu Mobile), this title serves as a direct sequel to the original. Set 1 month after the events of the 2007 game (as Bloodlines helpfully reminds you every time you boot it up), you play as the returning Altair (who has acquired not only a goatee but also a more appropriate accent for a man from the Middle East) as he heads to Cyprus, continuing his conquest against the Templars whilst keeping the powerful Apple of Eden from their grasp. As a spinoff released alongside Assassin's Creed II (and companion to it as we will get to), Bloodlines doesn't concern itself with the world outside the Animus which may be a positive depending on how you feel about that aspect of the series. The question is can the PSP provide a comparable experience to Ubisoft's titles? The answer: sort of. That same year LittleBigPlanet would see an installment on PSP as well, in which the developers went to great effort to bring the physics-based technology of the PS3 version to Sony's portable (with some compromises of course). Whether or not the PSP could've run Scimitar I don't know, but here we have an engine that was created from scratch. The result is that although you have the Assassin's Creed staples like climbing, leaping and stalking your prey, the (sometimes finicky) freedom of movement in the main entries is much reduced here. Your actions are very deliberate, instead of blending between different motions fluently it's very obvious when Altair enters his climbing state, hanging state, or jumping the wrong way state (even a new engine presents old problems I suppose). To alleviate some of these limitations the developers have reduced the complexity of the environments, it's made apparent how you're supposed to climb something when you spot the series of protruding bricks or similar geometry on an otherwise completely flat wall. Parkour is still functional though and you can work with it to get where you need to go, it just lacks the smoothness of a full AC experience. The controls themselves are laid out fine but the camera is of course hampered by the lack of a second analog stick (the L trigger is used as a modifier to turn the face buttons into your camera axis). Assassin's Creed games feature stealth elements and so Bloodlines does too, guards will react as you expect, watching with suspicion and attempting to skewer you when you get on their bad side (apparently sprinting down the street is illegal in Cyprus, who knew?). You can pretend to be a scholar by slowing down and praying like in the first game (although groups of scholars aren't included here) which gives you impunity to murder people as long as the next guard over didn't see you do it. Stealth isn't known for being super complex in these games and Bloodlines certainly doesn't break that trend. Combat is present of course and it does fare a bit better than freerunning. You have access to Altair's sword, throwing knives, fists and the iconic hidden blade. During a fight enemies will stand around taking turns to attack, at which point you can choose to guard or counter, performing satisfying animations that usually involve inflicting great suffering on your opponent (which depends on your weapon of choice, the hidden blade guaranteeing a kill and the fists being useless). If you make the attack yourself however your weapon will almost certainly be blocked in turn, this would be a problem if not for the fact you can batter your enemies to death presumably thanks to Altair's sheer strength (I guess all that climbing was good for something), even if your blade never makes full contact the vibrations of metal against metal seem to shatter the bones of your poor victim after only a few swings. Shanking people with the hidden blade feels good as usual and throwing knives will make quick work of any guard (you can even retrieve them from the ground, meaning you probably won't run out during play). The game features some boss fights too, from a fat guy swinging a chain mace to a pair of acrobatic twins. These fights are interesting to see in an Ass Creed game but they aren't very challenging. As for the places you visit, the game divides them up into sections to work within the memory limitations of the PSP, cities are split into small districts and castles usually have a few separate areas to sneak through. The cities (2 of them) are where you spend most of your time, pursuing either your main mission or the somewhat limited side content. By climbing the Ubisoft towers in each district you can reveal 2 side missions, these involve things like assassination, interception, message delivery and more. It would be nice if there were perhaps double the amount though, as it only takes a minute or so to do each one. The other side activity is a basic RPG system, by collecting Templar funbucks found in each area you gain currency that can be used to upgrade Altair's abilities in various ways. Thanks to the smaller maps and limited number of tokens
>>2125 What a weird coincidence anon, I was just playing the first Assassins Creed game.
>>2125 it's not too time consuming to hunt them down and it does allow you to appreciate the environments more than you would otherwise, certainly a much better system than the flags in Assassin's Creed 1. This is also where the second game (on PS3 of course) comes in, progress in one allows you to unlock benefits in the other, in AC II you get some extra money and bonus weapons whilst in Bloodlines you get abilities like being able to block with the hidden blade. It's an interesting feature and you can imagine how back in the day people might have played this game on the go and then synchronized it with the real deal when they got home. NPCs are here and they basically exist as background noise, there aren't as many as on console which you would expect and the spawn radius is very small, such that people (and dead bodies) will vanish after only walking a short distance, an understandable concession but unfortunate. A positive worth noting is the NPCs you won't find, the Templars must have installed homeless spikes or something because the beggars and madmen are nowhere to be found, maybe these Templar dudes aren't so bad after all. Your story objective in each sequence begins with a series of those previously mentioned mission types, collecting plot information on who Altair needs to kill next and culminating in the assassination of your target in their lair. The main missions feel varied and you don't get the same feeling of repetition that the first game was known for. The plot isn't complex but it has a couple of twists and mysteries that maintain some interest throughout. Visually the game obviously had to take a step back from the home console counterparts, polycounts are low and characters use even lower quality LODs until they're very close to Altair. The game does look like Assassin's Creed at least, with a washed out color palette and use of bloom lighting. Environments have an okay amount of detail with various props and plants scattered about and there's a good sense of scale despite the smaller size, you can even tell the cities apart this time and there isn't a permanent color grade filter! Let's talk about sound. The music was taken straight from the first game, which works fine here given the similarity of the setting, though the developers didn't seem too interested in picking appropriate tracks for the context they're used in (the final gameplay segment plays some city hub music for instance). Sound effects are also copied over which makes sense but unfortunately the compression they used is very obvious, giving everything a crunchy lo-fi aesthetic. Voice acting isn't good but I've definitely heard worse, it serves its purpose here (there's even subtitles this time). Assassin's Creed: Bloodlines is like the model village equivalent of the source material, it doesn't take much looking to see where the details are missing. However, by leaving out certain things and adding their own personal touch, Griptonite managed to improve on some of the more tedious aspects of the 2007 original. For a companion piece to one specific version of a game you could certainly do worse.
>>1853 Lightning Returns: Final Fantasy XIII – alright, here we go, finishing the Toriyama’s waifu trilogy. I really didn’t want to play this and had to force myself pretty much every step of the way, but I did it. It’s hard to believe they were still trying to make this happen and greenlit another XIII “sequel”. Just like with XIII-2, this is more of an expansion/mod/addendum whatever, and boy am I tired of seeing that same UI, models and assets reused by now. At least there are no QTEs here. But even more so than with XIII-2, this is so far removed from the original concept, it just needed to be its own new game. So this time around they couldn’t think of anything better than adding a time limit to the game, which is a gimmick I can’t stand more than anything. I like to play games at my own pace and here you have a clock constantly ticking over your head. Obviously that’s just my taste, and maybe someone enjoys being on a timer, but I don’t see it working with RPGs – you have a fuckton of stuff to do, see, buy, find, consider, and then you’re constantly prodded to hurry up and be efficient with your time. They also redesigned the battle engine, I would say for the worse. You now control only Lightning and have a more direct command input, even able to move around, but it all still runs on a gauge that depletes with every action. It’s like they wanted to make this an action-RPG but just couldn’t commit and the end result is this awkward system where you attack a few times and then have to constantly wait for the gauge to refill. It’s just extremely unsatisfying. Maybe this was another engine limitation, who knows. At the very least they ramped up the difficulty a notch. One thing that truly baffled me was an open text reference to Facebook right in the game’s datalog. Can’t think of anything more immersion shattering than being told to log into Faceberg for better gaming experience™. On a positive note, they did put some commendable effort into building an entirely new world for this one, instead of re-using levels from previous games again. There are several reasonably large cities and wildlands to explore, all 100% open-world. Not gonna lie, these are pretty good. I especially liked the two main cities, they have a very unique look and atmosphere and it’s really fun just running around exploring them. It’s exactly what I wanted from the original XIII, was this so much to ask? But even though these are large, they aren’t large enough to sustain an entire game, which is why they decided to make it entirely side-quest based. You’re just doing menial tasks to extend the timer and that’s pretty much the whole thing. Underwhelming to say the least. The story continues to be terrible filler garbage that’s better skipped, as I started doing eventually. It’s nothing but meandering regurgitation of previous games. I’m so tired of seeing these same characters and plot threads, which weren’t good even in the original, stretched even thinner here. The music and visuals, on the other hand, continue to be solid – these are like the only consistently positive aspects of this “trilogy”. Although about half of the tracks are reused from the two previous games. But what’s new does stand out and they even brought back some classic FF tunes as jokes. Graphics are also expectedly good; the main draw here is truly jaw-dropping lighting for the 7th gen. And you can finally install the game on the hard-drive, so loading times are no longer an issue. This game is a weird beast for sure. On the one hand, it’s this endlessly re-stitched corpse; on the other, it has some of the best things in the “trilogy”. They had this more or less original idea but did everything to make it as cumbersome of an experience as possible with the whole timed shit and awkward combat. This is all obviously the result of them not having a clear vision or direction for any of these games. XIII was a clusterfuck of a production by a headless chicken of a studio and they spent the next five years trying to salvage it instead of moving forward. After playing all three games I can see them being fusion’d into one solid vidya, but ultimately this whole project is the biggest waste of the generation, and perhaps emblematic of it. At least the game is completely shameless about dressing Lightning in lewd outfits.
>>2136 >log into Faceberg for better gaming experience™ Even in 1000 AF you can't escape the Zuck.
>>2137 Actually hasn't he renamed or sold it or some shit recently?
>>2138 They changed their corporate name to Meta (but who calls them that?) to coincide with their attempt to take over the internet with the Metaverse.
>>2139 lol, it's probably gonna work too, normalfags are retarded after all.
I've been getting modded Company of Heroes again and have been enjoying it. There's really no going back to vanilla for me. Other than that, the only other thing I've been playing is Unreal Tournament.
Open file (57.90 KB 290x362 fam1.jpg)
Open file (74.03 KB 640x480 fam2.jpg)
Open file (96.58 KB 640x480 fam3.jpg)
Open file (108.88 KB 640x480 fam4.jpg)
Open file (143.33 KB 640x480 fam5.jpg)
Family Guy Video Game! is the unimaginatively titled first licensed game featuring the beloved/despised denizens of Quahog, Rhode Island. Developed by High Voltage Software (otherwise known for games like Lego Racers and The Conduit) this 2006 multiplat coincided with the early reboot period of the show (series 4 & 5). So how does this game compare? The story sees you alternating between 3 members of the Griffin family, each with their own goals: Stewie must stop his evil brother (from another mother) Bertram taking over the world, while Brian needs to clear his name having been accused of impregnating Carter's dog Seabreeze (again) and finally there's Peter, who following a satellite dish induced concussion, sets out to save his family from Mr. Belvedere. From a plot perspective Stewie and Brain definitely drew the short straw here, it's hard to find enjoyment in rehashed stories you're already familiar with. Peter on the other hand leans in to the absurdity of his situation and for that reason he's the most interesting of the 3. To tackle their objectives, our heroes each have their own specific gameplay style. Stewie's chapters play like an of-the-era 3D platformer, where you can jump, double jump, use a grappling hook and destroy your enemies with a laser blaster. The gun can be upgraded by collecting bolts and wrenches throughout the levels, unlocking new firing modes and more powerful blasts. Stewie can also occasionally use his mind control device to play as other characters, which does have some comedic value but reduces the gameplay to 'walk over to object and activate it'. Platforming as Stewie isn't great, his jumps feel strange and lack fluidity, jump height is also inconsistent. This is made even worse by the camera, which takes a fixed slightly isometric perspective that makes it difficult to gauge where you are relative to a platform. He does cast a shadow at least, except for some platforms where it disappears altogether. Combat is a bit better though not by much, there's a lock on system but it will often fail to work, leaving you facing away from the enemy and strafing aimlessly. When you are in a fight the game often devolves into a shower of small projectiles, though your damage output and reasonable health prevents most enemies from causing any concern. The game changes things up occasionally with wave-based Galaga style vertical shootouts and water sliding, which in tighter spaces causes your raft to ping pong uncontrollably between walls like a bumper car. Ultimately, Stewie's sections are at best tolerable and sometimes tedious. Brian takes a page from Kojima as he has to sneak through levels Metal Gear Solid style, his gameplay is the simplest mechanically speaking. Before you can progress you need to collect plot specific items while avoiding detection, to do this you can hide in shadows and crouch to duck beneath the eyesight of sitting characters, sometimes you need to move someone out of the way by activating something in the environment and occasionally you can find disguises which let you move around freely. Your surveyors work on cycles, they might patrol an area or play a canned animation which changes their cone of vision, once you understand these patterns you can make your way through the level. If you're spotted however it's an instant failure, resetting that segment from the beginning, this can get really annoying if there's any cutscenes because they will be repeated every single time (they can mostly be skipped at least). Once you get a feel for it though it's often possible to breeze through (ha) many of these sections. Outside of listening in on other character's conversations this part of the game offers very little, flip-flopping between boring and frustrating. As the star of the show, Peter comes out on top in the gameplay department, playing like an old school beat 'em up. As you rampage through Quahog with your fists (and feet) of fury, Peter's arsenal of moves expands to feature basic combos and special abilities activated with his food meter. Snacks are given out like candy, littering the battlefield and begging to be collected before they expire. These food meter moves are satisfying to use, giving you the opportunity to smash into a crowd of people and send them flying like bowling pins. The citizenry aren't going to go peacefully however, and everyone from kids to grandmas will defend themselves. Some enemies require using certain moves to damage them properly, which usually means they're the last foes standing as you run around spamming the same combo to finish them off. These chapters are surprisingly challenging sometimes, certain enemies can stun-lock you and even wipe out your health in 3 hits, there's boss characters too which feature some occasionally finicky quick-time events. Fortunately there's destructible props which will often yield food and health items, enemies often drop things too. Peter's gameplay isn't perfect but the chaos of combat often lends itself to catharsis as you wreck all comers and chomp on treats like some kind of obese Pacman.
>>2205 Video game adaptations of media properties often try to mechanize aspects from the source material, which brings us to the cutaway gags. These Wario Ware style minigames provide bonuses if completed (gun parts for Stewie, temporary invisibility for Brian and food for Peter) and are typically very easy to win. Being mostly based on existing gags from the show their inclusion makes sense but is uninspired, potentially even tedious if you die and go back to the last checkpoint, because you'll be forced to play them again. For some reason you can replay them from the main menu, as if you would want to given the small number and simplicity. Visuals are an important aspect of games based on cartoons and as for this game? They tried, sort of. Family Guy's animation is notorious for using a very limited selection of poses for its characters, something that this game tries to recreate in its prerendered cutscenes. However, the addition of the third dimension results in characters looking strange without the benefit of orthographic rendering, not to mention that many of these designs already look odd when they diverge from that 45 degree angle but still looking to the side pose that they were seemingly designed around. Objects are at least given a cartoon outline but low polycounts and dismal texture resolutions dispel any illusion that you're watching the show. I can't help but feel that this game would have been much better suited being made in 2D, with the exception of Stewie the gameplay translates without issue and it would have allowed for the graphics to age far more gracefully. So what about sound? The voice cast returns here as you would expect, though the performances do feel a bit phoned in and have an awkward quality as they play slightly out of time with the action. There's various standard sound effects for shooting, punching and collecting items, though none of it is memorable. The music does shine here though, the big band ensemble which is part of the show's identity is a great fit for the carnage you participate in, with various high energy songs that revel in the destruction at play. It's worth talking about the game's comedy, since that is one of the main draws for an adaptation like this. Unfortunately though the inclination to recycle gags is in full force here, with lots of old references and jokes you've heard before. Remember the time that Stewie said X, or Peter said Y? This was a missed opportunity, since it results in the game being more of a tie in with the contemporary episodes of the show rather than something that truly has its own merits. One exception to this though is the game-related humor, something which is often cringe worthy in other titles but here is rather reserved and even worthy of a chuckle sometimes. The game occasionally manages to intertwine the humor with the gameplay, there's something intrinsically amusing about Peter in drag running up to an old woman and smacking her into a slot machine for instance, or how about a cutaway gag featuring Helen Keller? Have you ever played a game that felt like it only just reached the finishing line before being shipped? That's what this game is like, it seems there wasn't any time to polish what they had and the result is something that is generally average and sometimes quite bad. Perhaps if the game was developed in 2D, had original writing and solely focused on the actually enjoyable beat 'em up gameplay this could've been one of the more fondly remembered cartoon based video games of its time. As it is though, you're better off with one of The Simpsons games.
Open file (935.37 KB 1035x1200 Tales of Xillia cover.jpg)
Open file (3.49 MB 3840x1440 Tales of Xillia.jpg)
Tales of Xillia – ah, Tales games, even though they never rise above mediocrity most of the time, the longer you live in this absolute clown world, the more you actually start to appreciate them for their reliability. They are always there to deliver a big comfy fantasy adventure, much needed to sooth ones tired mind. They always try their hardest and Xillia here is a perfect example of that. After the forgettable fart in the wind that was Graces, devs made significant improvements to pretty much every aspect of the formula. The graphics are great; a bit uneven in places and it's kinda unclear whether they're going for a full-on painted anime backgrounds look or a more conventional 3D style, since both styles kinda shift places as the game goes on. But the art direction is absolutely fantastic and needs to be seen, probably one of the best of the era. The world is large enough and worth exploring, borrowing the FFXII-esque structure this time around. The battle system is a solid variation on the good ol’ Tales battle engine, augmented with a new "Sphere Grid"-type level up mechanic. They packed a lot of stuff for you to do in the game and even though most of it is ankle deep, it’s still nice to have. After all, it's the small things that make up a good vidya. I had a lot of fun. The game is pretty long and while the story is your typical Tales endeavor – although admittedly on the better end of the spectrum – it’s still interesting to follow along. The characters are likable and the slight difference in narration depending on which character you chose as the protagonist is a nice touch. However, the whole thing is significantly undercut by a horrible dub and general script americanization to the point of tears. Likely a lot of rewrites injecting gurl power and other such shit. This one sadly doesn't have dual audio but do seek undub if at all possible. The music is good but overall unmemorable, which is ironic seeing how the game comes with a bonus OST disc but I can’t imagine listening to it. One downside to the gameplay I noticed is that they made preemptive attack on the enemy both way too easy to execute and way too overpowered. So 90% of the gametime you’re just breezing through encounters. A shame really because I think the battle system here is actually solid enough to warrant some challenge, but sadly the series as a whole suffers from baby's first RPG syndrome and 7th gen being already significantly downgraded in terms of difficulty only worsens this issue. You get a lot of merit for your buck with this one, so overall dare I say good shit indeed.
Kishin Dōji Zenki: Battle Raiden – a SuperFami action-platformer based on the 90s anime series of the same name. I have never even heard of this anime but apparently it was quite popular in its day, lasting for over 50 episodes plus an OVA. Maybe I’ll check it out someday. But it’s interesting how some of these once prominent franchises just disappear into the void of time. But anyway, I usually don’t really play games based on shows I haven’t watched but this one caught my eye with its incredible graphics, so I decided to check it out. And I have to say, it’s actually pretty good. The game is fairly easy, clearly targeted at a younger audience, but there are still a few cool boss fights as well as platforming challenges. I guess to make it more appealing to the masses they gave you several overpowered attacks, both vertical and horizontal, that can pretty much deal with anything on the screen and cost nothing. There’s also one finite attack where you can sacrifice a portion of your health to do some massive damage to an enemy. This is actually a pretty cool mechanic that can be utilized strategically, but since the game is so easy it’s honestly not all that useful. What I didn’t like is how slow your character moves, like walking through molasses. There is a short dash, which is better than nothing, but it’s not really incorporated into the moveset - you still have to come to a full stop in order to perform another action. Jumping is also rather imprecise and weak, leading to some annoying platforming. You also don’t upgrade or get anything new throughout the game, which is fine I guess but feels like a missed opportunity since you can shoot fireballs and stuff. Like I mentioned, the graphics are amazing and what attracted my attention initially. Everything is large and intricately detailed. There’s a nice variety of locations, too. I especially liked the level where the weather changed drastically to heavy clouds as you progress, it was quite breathtaking. There’s a cool opening cutscene with gorgeous anime art and I was hoping there would be more such scattered throughout, but sadly it’s the only one, minus the ending. You do get some interactions within the game itself which I guess is alright. The music is decent but not particularly memorable. The story was out of context to me, obviously, and I don’t know whether it’s just a stand-alone game story or if it relies on an anime arc, but you can infer much of what’s happening either way. There’s a kinda Inuyasha relationship going on between the main protagonists, with a tsundere demon serving a girl. Actually, this predates Inuyasha by about half a decade. All in all, this is a cool forgotten project that can be enjoyed on its own.
Open file (2.26 MB 877x1200 Comix Zone cover.png)
Open file (2.97 MB 2880x1440 Comix Zone.png)
Comix Zone – a really cool beat ‘em up for Mega Drive. This one is particularly interesting to me because I believe this was the very first game I ever played. I got Mega Drive as a birthday present and this was the game it came with. I do remember playing it and its weird aesthetics are cut into my memory for the rest of my life, but I never touched it again since the 90s. So I was pleased to find that it’s not just one of those weird things you remember from your childhood but in fact a very good game. The main gimmick is really cool, everything about the game has to do with you being inside a comic book – you jump over panels, rip through paper and escape it catching fire, while enemies are literally drawn-in in front of you. The story is near non-existent, it’s just a premise or even an excuse to have a guy stuck inside a comic book. Kinda shame but I did like that the whatever “story” there is, as well as hints and flavor text, are all conveyed through in-game speech bubbles; you can stand and read them if you want or just get straight to action. On that note, the game just oozes top-grade 90s ‘tude. Even enemies shit talk you. Truly the best era of masculine dominance. I also liked the clever usage of items throughout the game, for example, you can try and just fight a boss or you can get him to light a barrel, move it under him and have it burn his ass. You also get a rat that’s used for simple puzzle solving as well as finding extra items, which it literally scratches out of the “page” you’re on. And if you let it loose when facing female enemies they will scream and run away. The graphics are pretty primitive technically speaking but they use them so creatively, with the whole panel look and general comic stylization, that you just can’t help but love them. The weird aesthetics they have going on help a lot as well – you go from apocalyptic ruins to a Tibetan monastery, to a desert and a ship graveyard. All with extremely popping colors. The animations are also really nice and fluid. And the music is just pure iconic Mega Drive, all farts are very upbeat and funky. The combat engine is nice. It’s not particularly complex, you get one hit button that changes depending on the d-pad input, plus jumping. It is still pretty impressive how many combinations you can get out of it considering it’s just one button. Get close to a wall – or panel border that is – and you can throw or smack enemies into it, which is the best way to deal with them. The game is not too hard, even without lives or continues it takes me like 20 minutes to beat it after a day of practice. Especially since the final boss has an easy kill loop; not sure if deliberate or not. But it is unfortunately short overall, with just three levels and so only three bosses, including the final one. I wouldn’t mind if it kept going for another three or so. You do get an option of multiple paths in certain places which is a nice touch at least. Being this short has at least one advantage – it gets very addictive to just drop-in for a quick session. A very creative vidya and good memories.
Open file (1000.69 KB 1042x1200 Tales of Zestiria cover.jpg)
Open file (3.93 MB 3840x1440 Tales of Zestiria.jpg)
>>2344 Following that, I also got my hands on Tales of Zestiria so I guess this is a Tales marathon now. After Xillia my expectations were set high for this one and I got to say, I was not disappointed. Well, maybe a bit initially – the game takes its sweet time to get going and at first strikes you as a step down, but then by about 1/3rd it really opens up and becomes a real joy to play and explore. Shame you have to wait like ten hours for that to happen but it is what it is. At least the whole thing is 50+ hours long so in the end that wasn’t a big issue. Just like Xillia the game continues to be inspired by the 6th gen's FFXII-styled RPGs and here the resemblance is even more noticeable. But this time around the game is truly massive, with large open-ended areas sprawling in multiple directions, often interconnected with one another. I honestly felt very nostalgic playing it, like I was back exploring DQVIII, FFXII, Phantasy Star Universe and the like. Nowhere near as big or complex as those but still a very enjoyable experience. Some really comfy and atmospheric dungeons in this one. Visually it even looks more like a high-end 6th gen game rather than a big PS3 hardware pusher. But despite being somewhat low tech and rough around the corners in a few places the pop-ups here…, this is still a very beautiful game thanks to a truly stellar art direction and sheer variety of locations. I would often just stop and enjoy the view, with its large vistas and monumental architecture. There are some nice anime cutscenes present, as per tradition, but sadly it’s all digital vomit at this point. Musically the game definitely stands out over its immediate predecessors. This was the series’ 20th anniversary project so they got a whole bunch of composers to do the OST together, and the result is pretty solid. You get everything from the big epic score to very subtle moody melodies, to some Nordic motives and particularly great stuff in trial dungeons that I wish there was more of. What I didn’t like is what they’ve done to the battle engine. It was always simple and to the point, versatile enough without being overly convoluted. Here they just over-crammed it with a ton of needlessly complicated and mostly useless systems. Because of that you’re constantly pestered with tutorials but it’s impossible to comprehend all of it on your first playthrough and there’s no reason to, really, since the game is pretty easy in general. No point in reading essays worth of text when you’re just always winning anyway. I guess it’s nice to have as an option but it’s an illusion of complexity. One other notable downside – the game lacks any side activities, like mini-games and whatnot, to add some variety. There’s not even a casino. The story is pretty good as far as these modern Tales games go. Dare I say best waifus and fanservice as well. However, one thing that undermines it all is the catastrophic, nuclear levels of americanization and redditfication of the translation. They put even the ones in Xillia to shame. I have never seen anything on this scale before. At least, mercifully, there’s Japanese audio present but it’s not gonna save you from all the doge memes and SocJus lingo. I would literally sit in disbelief for a good minute or two after reading some of this shit. The above mentioned tutorials are also harder to comprehend because of this. There’s no better justification to start studying nip. Despite that I still enjoyed this one a lot. 7th gen was really missing games like this; I wish it came out in like 2008 and not 2015 when the gen was already over.
>>2495 Was I the only person that had trouble beating the final boss consisting of 3 angels in that one temple in Symphonia? That game's bosses can be a bit hard at times without spell cancelling, which I wasn't aware of at the time but these niggers were completely overkill, I don't know if it was some strange bug in my savefile or me using an undub on Dolphin but once my party killed one of the angels the other two would seemingly gain shitloads of HP, combined with their high damage output I'd run out of healers or healing items before being able to kill the second angel in 99% of cases. I ended up using a 9999 HP cheat and even then the last angel was such a fucken nigger he took 15-ish minutes to kill while retaining his ability to wipe my party.
>>2509 Symphonia is naturally harder than these modern Tales game, it's of the older generation after all. It's been a long time since I played so I don't remember specific details of the final boss but I don't recall having any troubles. Perhaps there was some stipulation you didn't meet? Or indeed emulation issues. You did remind me of fighting insane final and hidden bosses in oldschool games though, like Ozma and such. Good times.
Spot Goes to Hollywood – a cool isometric platformer for Mega Drive and another memory from my childhood, used to play it a lot during school years. I actually recall trying to tape a walkthrough on VHS and send it to a vidya magazine, they would publish those and that was considered mad honor. I failed miserably because I couldn’t land a jump, kept re-recording it and eventually ragequit. Good memories. The game feels exactly like I remember, as if I played it last month and not 20 years ago. The cool thing that struck me playing it now is the decently sized open-ended levels you’re free to explore and collect shit on. There’s a nice verticality to some of them as well. You have to find a certain number of “coins” to exit level but other than that nothing bars you from going anywhere you can and the game is full of secrets to discover. You can also collect other stuff scattered about but sadly it’s mostly useless and apart from an occasional 1Up amounts to nothing but points, kind of a missed opportunity here in my opinion. Literally once in the entire thing you find boots that allow you to jump higher… for 15 seconds. There really needed to be more stuff like this – some buffs and whatnot to find, maybe extra weapons since all you get is one basic attack that takes forever to kill enemies with. The controls are pretty good, the whole isometric perspective thing can naturally lead to some frustration but thankfully devs realized that and there’s an easy 99 lives code. You get used to it pretty fast and then it plays smoothly. The game’s not too challenging, in fact, the bosses here are a complete cakewalk the final one is almost insultingly easy and the only hard parts are the auto-scroll levels. Visually it’s a bit hard to place – on one hand, everything is impressively detailed and well animated but on the other hand, the color pallet is sorta dark and desaturated, and not very appealing. I pressed auto white balance in photoshop and it instantly made things better. But oh well, that’s western vidya for you. At least it compensates for that with a great variety of locations – since the game is movie-based you get to visit all the major film genres, from pirates and post-apocalypse to horror and sci-fi. Good shit here. The music is pretty decent and reflects the locations nicely, although I think the game is kinda low on sound effects and also Spot’s squeak is annoying as fuck. All in all, this was a fun time. It’s a pretty good game despite basically being a commercial shilling a brand; probably the best ever made of that ilk. I actually went and bought 7Up for the occasion, so they succeeded 25 years later, oy vey.
>>2428 I wish they made a sequel for Saturn or SegaCD. I don't think any other game leaned into the comic book aesthetics as much as this one. With advanced Saturn/CD graphix you could do so much with the concept, just look at Sonic CD and how it took the classic Sanic formula as far as possible.
>>2620 Saturn def is a wasted potential by and large. It could have produced so many quality 2D games.
Open file (2.44 MB 855x1200 El. Viento cover.png)
Open file (2.08 MB 2880x1440 El. Viento.png)
El. Viento – a decent action-platformer from the early days of Mega Drive. Perhaps due to that visually it looks rather primitive and not very appealing, with a lot of ugly browns and horrible meshing effect that makes it hard to see stuff. But it gets the job done and at least the main girl’s sprite is nicely animated, even having actual turn frames. The game itself is pretty easy, almost surprisingly so – most enemies die in one hit and your weapons have incredible range, while all bosses got a simple exploit that usually involves the last power-up you picked up. A few of the bosses are quite creative though. I’d say most hazards come from some anal platforming you’re asked to perform but even then the game is pretty lenient and doesn’t deal you too much damage, even offering limitless retries on several occasions. It is only the final stage that gets somewhat demanding but it’s more annoying than challenging, with respawning bats harassing you all the way through. Apart from your limitless boomerangs, you also get 5 different abilities to unlock but since all enemies die from one or two hits, most of these end up being kinda useless. Why would I use a slightly bigger fireball than the one I already have when I also got this nice screen-clearing attack? It’s also weird that you just find those power-ups randomly lying around on a level and don’t get them after a boss fight or something. Few times you do get to use them in a creative way, like getting to hard to reach places, and I wish there was more stuff like that, but sadly the whole thing is rather straightforward otherwise. I did like that the game is story-driven; pretty simple stuff but reminiscent of something like Wicked City and you do get nice anime pictures with dialog after every level, so you’re somewhat invested. Plus the main grill is cute. The music is fast-paced and not too bad, honestly. That whole ‘Mega Drive sound’ goes really well with those uneasy apocalyptic themes. Though it doesn’t really stand out in any way, it’s still an alright action-platformer worth checking out if you enjoy the genre.
Maken Shao: Demon Sword – an interesting hack-n-slash from Atlus, I quite liked it. The PS2 version I played is a remake of the Dreamcast one which was released two years prior (‘99) and overall this project is Atlus’ first attempt at several things: full 3D, voiced, non-RPG. And it definitely shows, the game has that unmistakable early gen/first venture vibe to it and is all around clunky but ultimately very enjoyable to play once you git gud at it. It’s actually pretty impressive for an early entry into the genre considering a good deal of them struggled with analog controls and 3D camera. You get all the things you expect from Atlus – unique story, fantastic art direction and character design, and some groovy tunes. Sadly the former is completely butchered by a truly abysmal localization but thankfully, through I don’t know what providence, the PS2 version has the original Japanese audio intact so the assrape is somewhat mitigated. The story itself is pretty good though it’s mostly unveiled through text lore. As per tradition there are decisions that affect progression as well as game's multiple endings. Speaking about the story, funny how it talks about the rise of terrorism in Europe as well as falling out between China and USA. Really makes you think. Despite being a hack-n-slash, the game has a pretty slow pace, with each Boss and enemy type requiring a careful approach (like you’d expect from SMT games). I wouldn't say it's particularly hard but at the same time that's mainly due to the multitude of characters you can unlock and upgrade, some of whom posses near game breaking skills. So you can experiment and adjust your game style accordingly. It was actually really enjoyable leveling up the characters and waiting to see what abilities they get at max. The graphics are pretty decent but understandably low-tech at times, though I don’t know if the PS2 version was completely rebuild from the ground up or uses anything from the Dreamcast build. It definitely doesn't look bad and Atlus never were the hardware pushers anyway. Superior art direction and level variety elevates the game above its technical limitations as was so wonderful with pre-CY vidya. Music has that unmistakable Shoji Meguro sound and some excellent stand out melodies. A solid experience.
La Pucelle Tactics – an excellent tacticool RPG from Nippon Ichi, basically a predecessor to the Disgaea series. Extremely wholesome, I greatly enjoyed it. The story’s nice, it’s characteristically cutesy mixed with surprisingly dark moments - somehow when bad shit happens to cute chibi characters it feels even more impactful. Although, sadly, the game is heavily censored in the west but at least there’s Japanese audio option available so you don’t have to suffer through the horrific dub. The visuals are overall superb with exquisite sprite work and gorgeous hand-painted backgrounds. It is however very much a PS1 game running on PS2, it even came out on CD originally. As such, the 3D battle backgrounds, while still pleasant looking, are very rudimentary and the 2D backgrounds are static to the point where you have to be content with a motionless fountain. There’s also this weird thing where you can rotate the camera on certain battle screens but not the others for some reason. But it was never too bothersome, really. Well, maybe the fountain thing. I mean, just don’t draw a fountain there if you know you can’t animate it. The music was one of the highlights for me, it's extremely good and I wish there was more of it… Perhaps also a downside of using a single CD. Gameplay wise it’s a pretty standard nip SRPG. Good shit. Notable gimmick being the ability to convert all monsters to your side so your party ends up being 50% monster-based. I found it generally too easy tho, mainly because the game screens are so small there’s just not enough room for grander strategies and it feels more like comfy chess matches. In fact, some battles get so tight you actually have to accommodate meta elements like spawn and exit squares that enemies can’t step on into your strategy, which was interesting. On a side note, I know it’s characteristic of the genre but the whole not being able to select your target when facing multiple opponents and missing the enemy with 1 HP remaining is ass splitting. The game just radiates that carefree atmosphere of better days; it’s now one of my all-time favorites in fact. Would very much recommend it. Haven't played the Disgaea series yet, largely because of the NISA cancer, but if it's as good as this I'll find a way to get to it eventually.
>>2832 Wasn't this like a first person action game on the Dreamcast then they completely changed the gameplay for the PS2? That's what i remember lol
>>2956 Indeed it was in first person on Dreamcast. Definitely a change for the best on PS2 although the original has its own charm as well.
Open file (3.60 MB 1158x1600 Ico cover.png)
Open file (3.19 MB 1920x960 Ico.png)
Ico – finally hunted down a reasonably priced copy in good condition and damn, it was perhaps worth it to wait nearly 20 years to play it and truly appreciate it, what a great vidya. Art direction, aesthetics, atmosphere – all are absolutely impeccable; it’s one of those games where you know you’re playing something very special from the first minute. And of course Yorda is top tier barefoot waifu. From technical perspective the game starts very simple and at first strikes you as some budgetary title of sorts but then proceeds to showcase some jaw-dropping visuals that look on par with late gen titles. Very impressive water, cloth and lighting effects; especially of note is the final escape through the rainstorm sequence which looks incredible. And all that from a 2002 game that runs in some weird 240p resolution. Gameplay wise I was kinda surprised what a straight up platformer this was, just like with its visuals the game starts off simple but then goes full Tomb Raider, with big dumb videogamey levers and everything. The combat is basic and closer to survivor horror games, acting as more of a distress situation than an actual gameplay mechanics and the idea is to avoid it; you can even solve some puzzles in a way that will not spawn enemies at all. In fact, it feels like they missed out on the potential of making the castle more open-ended, giving you the opportunity to explore it and tackle some puzzles out of strict order. The game even continuously shows you the entire layout of the castle from every vantage point - all the places you could eventually go to, which I believe it was one of the first games to do; I remember thinking how that looked very Dark Souls and it turns out Miyazaki was heavily inspired by the game. But oh well, still good shit. The story is that specific brand of minimalistic narration that relies on solid concepts and lore to do the job, I really liked it. You immediately want to know more about the world. There’s barely any music in the game as it mostly goes for ambience, and what few melodies are present only slightly punctuate the situations so there’s not much to talk about here, but it is the game’s distinctive style. It is a shame that normalfags sort of hijacked the game's image and use it as a talking point for their immersive cinematic™ experience™ shit, downplaying the fact that Ico uses that in favor of actual gameplay and there’s never any moment when you’re not in full control of the situation.
>>3055 Nice one, Ico is such a great game. It actually started life on the PS1 before the team needed to move it to the next generation to fulfill their vision. The game is in the tradition of cinematic platformers like Another World and Prince of Persia hence all the platforming.
Open file (212.35 KB 758x865 ade.jpg)
>>3056 >Ico is such a great game It really is. Something that could have only been made in late 90s/early 00s. There's this purity about it. > It actually started life on the PS1 Ah, that would probably explain the weird resolution. >The game is in the tradition of cinematic platformers like Another World and Prince of Persia hence all the platforming Yeah you can definitely feel it, especially Another World.
Open file (1.26 MB 1920x960 Seiken Densetsu 4.jpg)
Dawn of Mana (aka Seiken Densetsu 4) – a great little gem from when Square still used to make video games. Unlike all other Seiken games it's not an RPG but a rather unique action platformer, which is why it being a numbered mainline installment is questionable but it's still really fun nonetheless. The main gimmick of the game is that it's physics based – slashing around won't do you much good; Instead, you have to use your whip to throw objects into enemies, smash them into one another, stagger and finish them off. The stronger you get, the more shit you can throw around. The combat engine is pretty basic and it's obvious that interacting with the world is the main crux of the game – knocking boulders on unassuming monsters, setting haystacks on fire and causing debris avalanches; all that on large sandbox-ey levels with complex geometry. It’s pretty impressive to say the least and of course the game looks fantastic, with incredible art design and late gen technical prowess that you used to expect from Square. Music is extremely solid as well. The story is nice and simple but more of a fanservice for the fans of the series, especially considering much shorter length compared to an RPG. All that gameplay freedom can make controls a little bit unruly at times but that expectedly stops being an issue once you git gud at it, and of course it's a great technical achievement that it all works as good as it does. About the only downside of the game is that it's too repetitive, you do the exact same thing on every level and it’s a damn shame considering the variety of mechanics and puzzles that would work with this premise. The challenge level is also not particularly high, mainly because it's too easy to max out your stats on every level. All in all, a great vidya. It has that mix of Kingdom Hearts/Dark Cloud/Okami vibe going on, comfiness levels through the roof and just good time in general.
Open file (1.86 MB 2880x1344 'The Story of Thor.jpg)
The Story of Thor: A Successor of The Light – a superb action-platformer for Mega Drive. Really good shit right here. It’s very much a Zelda clone but it has its own style and personality, more inspired by Zelda than simply outright copying it. And holy fuck does it look good. This is a very late-gen game, especially for Mega Drive, but it’s got to be one of the most beautiful and detailed game of the entire 4th generation. It can easily hold its own against the best SNES has to offer and I’m surprised MD can even run it. Though it didn’t escape the characteristic muted palette look. It’s also one of the few games on the system to have a save mode. All the sprites are large, intricately detailed, and fully animated. Clearly a lot of effort was put into animation and miscellaneous effects in general - for example, when you’re crawling you can see the character supporting himself with his hand on the ground, or how enemies would catch flame both from your attacks as well as accidental friendly fire. The score is equally impressive and is probably taxing the poor MD sound chip to the absolute limit. There sadly is no big iconic main theme of some kind. The world is beautiful and vibrant, with great variety of locations, it’s not as big as a Zelda world to explore but you are still given a decent freedom to wander about. Found a bridge? You can crawl under it and discover some goodies. Shame the story is rather basic, though. You can talk to people but they don’t say anything interesting, kind of a wasted opportunity here. The gameplay is really fun and surprisingly versatile. You get a pretty decent moveset and can use a variety of weapons at will. It’s really neat how you can even drop items from your inventory on the floor if you’re full or don’t need something. The main gimmick of the game is summoning spirits – you get your standard elemental familiars but the number of ways in which they can be utilized is really impressive and advanced. To summon them you need to find a corresponding element somewhere on the level, and it can be anything from – in water’s case – obvious bodies of water, to little creeks on rock surfaces, to a tiny drip from a ceiling that you don’t even register at first. You can even summon them from other enemies if they consist of or produce the element in question. You need to melt ice with a fire spirit to proceed further but you can also summon another spirit off the ice’s surface. The game often asks you to think about such things creatively to solve puzzles, especially for secret stuff. The variety of enemies gets pretty commendable by the end of the game. I liked the one enemy that’s immaterial unless you have a spirit summoned but then it starts attacking the spirit relentlessly, giving you but a tiny window to dispose of the damned thing. Zombies are also nice, they can give you a hard time but would literally crumble to dust if you’ll think of using fire. The bosses are also pretty cool. Though overall the game’s fairly easy, mainly because you have so much stuff at your disposal and can save anywhere outside dungeons, sometimes even in dungeons. But it does ask you to make some dubious platforming jumps at times. Though I wouldn’t call this game obscure, I’m surprised it’s not heralded amongst the greatest in Mega Drive’s library and the entire generation. I had great fun, often just taking my time appreciating the vibe of the backgrounds and music. Definitely a must play if you’re into 2D Zelda-type games.
Open file (17.42 KB 256x253 spyro1.jpg)
Open file (27.52 KB 240x160 spyro2.png)
Open file (20.08 KB 240x160 spyro3.png)
Open file (13.54 KB 240x160 spyro4.png)
Open file (10.86 KB 240x160 spyro5.png)
Spyro: Season of Ice is the first post-Insomniac game in the hit platformer series. Created by Digital Eclipse and released in 2001 this GBA title had big shoes to fill. Taking place after Year of the Dragon, a Rhynoc called Grendor has stolen Bianca's spell book, in his naivety managing to give himself 2 heads (and 4 headaches). To fix his mistake he's frozen all the fairies in ice, planning to kidnap them and develop a cure with their wings. Spyro has to stop him and save the fairies. The story is pretty lacking, Spyro's buddies only make a few brief appearances and don't have much to say when they do. The side NPCs are better in this regard, having some personality, except for the fairies themselves who often don't even get a single line of dialogue (instead using the incredibly generic "You rescued <name>!"). The structure of a Spyro game was well defined at this point and Season of Ice doesn't rock the trolley. The 4 seasonal hub worlds have a few levels each, spanning the series archetypes of objective-based collectathon, time trial speedway and Sparx maze shooter. The main levels put you in themed realms with gems and Rhynocs galore. Here you'll find NPCs who need Spyro's help, asking him to kill all the Rhynocs or collect some macguffins, giving a frozen fairy in return. Building tasks around level exploration is a nice change from the deluge of minigames in the PSX sequels, but unfortunately these worlds aren't very memorable. Level design consists of randomly shaped islands separated by pits and unless you're playing the Japanese version (which includes a map) you're going to get lost in these indistinct layouts. Not helping things is the limited enemy variety, only a handful of Rhynoc types (with various outfits at least) appear throughout plus 2 samey boss fights. Spyro packs his stock Ripto's Rage moveset, minus being able to paddle. So even the tranquil waters of Panda Gardens will drown your poor dragon instantly, this is very annoying as only slightly touching the edge of some liquid sends you back to the last checkpoint. Spyro does control well though, feeling very similar to his PlayStation origins, but as you would expect the isometric perspective makes gliding a risky move and I was often checking the map to see if I could cross a gap. The main levels are pretty meh, so what about the others? The speedways are absolutely terrible, instead of emulating the 3D installments by say imitating a Mode 7 effect (think Pilotwings), the devs instead made a bad Space Harrier clone where Spyro's ass blocks your view of incoming obstacles (that have to be destroyed to stop the timer expiring) which awkwardly scale into existence, making depth perception a fantasy. If that wasn't bad enough, the end of each speedway has you fight 1 or 2 of the dragons from Fireworks Factory (and their extended family) by chipping away at their segmented bodies, meanwhile the timer keeps on ticking (expect to replay these over and over again). Sparx is unchanged from Spyro 3, hunting keys, gems and powerups while shooting various bugs with a boss at the end of each level. A twin stick shooter without sticks does of course compromise movement but these levels are okay, a nice change of pace from the main worlds (unlike the fucking speedways). There's even a bonus mode rewarded for saving all the fairies (which is required to beat the game, yes really). Now on to the graphics. Digital Eclipse chose to combine prerendered character models (seemingly those from promotional art in the previous games) with pixelart tilesets, this generally works well and characters integrate quite nicely with the fairly detailed terrain. Repeating tiles do make navigation more difficult though and detract from the visuals (the Sparx levels are particularly ugly). Also, some levels don't really fit the Spyro aesthetic and were probably better suited for other games. Sound and music were highlights of the originals so how about here? Unsurprisingly the sound effects were copied from the trilogy, so nothing to complain about. The music however ranges from crap to at best decent, there's a real lack of energy or excitement as if it was all some throwaway menu music. The sample selection is weak as well and sounds like a bad MIDI (hope you like marimbas). Worse still there's just over a dozen tracks so you get noticeable repetition throughout the game. Sure, the GBA basically had no business producing audio, but some great music has been pumped out of that crunchy DAC. Copeland's absence is definitely felt here. Spyro: Season of Ice was not a good start for the new generation of the series. Digital Eclipse did manage to capture a little bit of Spyro magic but most of this game simply feels underdeveloped. It could be mentioned that the GBA was possibly capable of a 3D Spyro experience (if Asterix & Obelix XXL is any indication) but that wouldn't be a fair expectation for an early title on the system. Even with that concession this game could've been better. As it stands Season of Ice served as a harbinger for the future of the purple dragon.
Open file (3.76 MB 1920x1080 Burgers.png)
Open file (2.32 MB 1920x1080 Group.png)
Open file (4.15 MB 1919x1079 Swimsuits.png)
Open file (3.69 MB 1920x1080 Sasuke.png)
Open file (3.03 MB 1920x1080 true gamer.png)
Neon White Is a recently released(2022) FPS game published by Annapurna. It's an FPS along the same vein of games like Deadcore, SEUM or the upcoming Warstride Challenges where you're dropped into a very linear level with obstacles in your way and your objective is to go through the levels as fast as possible, mixed with some VN-lite elements. >The FPS The gimmick here is that you have a two weapon limit, where your weapons manifest as 'soul cards' that you can pick up during the levels. Picking up a card adds to its ammo and adds a charge to its discard ability. Every weapon, besides your default katana can be discarded for a movement ability. A list of the weapons are >Katana: Basic melee weapon. Can reflect projectiles, across 97 levels I've only really used it in two >Elevate: A pistol. Discarding this lets you jump in the air. >Purify: My third favorite card. It's an assault rifle, while the discard is a grenade. This grenade can be used for crowd control or a grenade jump, the grenade jump can be stacked, done off of walls and is generally a really fun tool to play with whenever it's present in a level. >Godspeed: A semi-auto rifle. Discarding this lets you dash over a large distance, killing and destroying anything in your path. >Fireball: A shotgun. Discarding this lets you also dash, but this is more an aimed dash with less velocity than Godspeed. >Dominion: My second favorite card. This is a rocket launcher that can be used to rocket jump in far more versatile ways than the Purify grenade, and discarding it lets you use a grappling hook(it's more or less a zipline because there aren't any swinging physics, you just pull yourself to a surface). Again this makes for some of the more fun speed puzzles since you can go about levels in a more open fashion with this card. >Book Of Life: This card is only seen in the last two chapters and it's my absolute favorite. It has no primary fire, and can be infinitely discarded. It's a very long range telefrag on any enemy or object and the level designers went wild with this one. More on that later. In all chapters(every chapter is 10 levels with I believe three being 2/3 levels for boss related special levels) but the last two, your objective is to go fast while killing all the demons in your way and you get graded for this in four ascending grades of medal, Bronze(literally never saw it), Silver, Gold and Ace. Gold and Silver are often interchangeable and mainly focus on how much you fucked up during the level and is often a really easy margin to break, while Ace requires little fuck ups and sometimes being clever with your tools to skip a portion of the level. I like this a lot if it not for the Insight system. Every level you finish you add to an "insight" bar. This bar goes up to 4 and each new grade of medal instantly tops up a level, while every completion not related to a new medal gives you a portion of the bar. I.E finishing a level with a gold medal tops it up to 3, finishing it again gives you 3.25, and so on, if you finish at Ace you get to 4 automatically. Each insight level unlocks some minor additions to the level >Level 1: Unlocks time requirements for the higher medals. This is okay because if you finish fast enough you've retroactively scored that level's medal instead of needing to replay for a better grade. >Level 2: Unlocks a 'gift', a side-collectible you can find in the level for the story bits later. These are not retroactive but thankfully when you collect a gift in a level the game puts you back in the menu where you can either replay the level(because gifts require going out of your way to get them and you'll never go fast getting them) or go to the next one. >Level 3: Level hints. I hate these. >Level 4: Global leaderboards. I pirated so I don't really care for it. The level hints are what I dislike. They're this floating icon you can find in the levels that more or less signpost the skip you have to do in order to achieve an Ace medal. I dislike this because you cannot disable these and I found it far more satisfying discovering the skips on my own than having them signposted. The chapters are mostly straight forward. There are 12 of them(in reality it's more like 9 because the other three are gimmicky boss levels) and each chapter introduces or revolves around a gimmick. Basic movement, the introduction of a new soul card, new enemy types(like a charging skull that can instantly kill you, bubbles that can only be shot out of and not into and tripwires that kill you if you get in the way but are often used for elaborate fluff where a bunch of tripwires trigger other tripwires and cascade into killing a bunch of enemies). To my memory the most standout chapter is the penultimate one where the Book of Life is introduced, mainly because the other chapters don't exploit the game's mechanics as well as they should. As mentioned above the Book of Life is a fairly long range telefrag on anything you have a clear line of sight on. But this chapter also introduces a rule that you no longer need to kill all the demons in a level to finish, meaning it's skip city. It's all about doing tricky, dangerous moves so you can reveal an enemy earlier and use the telefrag on them and get faster in the level. In every other chapter ace medals came very easily to me and were rarely satisfying until I was at least 4-10 seconds ahead of the time requirement for that level. In this chapter every level felt extremely satisfying to master and analyze and get the ace medals for. I think this is mostly because of the no-kill rule meaning the level designers had a lot more space to work with and the book of like is just an all round really fun ability to use. This is also the only chapter where the game(to a very limited degree, I counted it happening three levels out of 97) decides to fuck with you and require you to swap cards and delay discards instead of the game more or less handing you the cards you need in the order you need and not requiring you to swap cards at all. It was a really, really fun chapter and it completely made sticking to the end worth it. As mentioned you can also find gifts in the levels as mini-side puzzles in every level. These gifts can be given to other characters in the story/VN mode central hub for various things. I'll skip most of them beyond the sidequests in this section. The sidequests are mini-levels with no time requirement but a gimmick based on whoever's sidequest it is. >Yellow's the shittiest where discard abilities are locked so you just rely on regular movement, which to be honest isn't all that fun on its own. >Red's okay where the levels revolve around one type of card and mastering its movement mechanics. Outside of the dominion/rocket launcher one these were very straightforward and not much challenge, but still fun. >Violet's fun. She's more or less focused on being a gauntlet of traps and mix of cards. I like it if only that it's more challenging than Red's, however her final sidequest was really boring with the only gimmick being you go off the beaten path and then wait for a really easy timing puzzle to line up. >Green's the most challenging mainly because you can't actually gift him anything, you find his sidequests in certain levels and the paths to getting them are more or less an extension of the level. I like those extensions, I utterly hate the following "sidequest area" where you literally just chase a stationary teleporting green ghost who yells A GANG every time you reach him and then spawns a bunch of really straight forward linear platforms. That bit could have been cut out with absolutely no issues. That's about it for the gameplay. It's really fun but I wish it let loose with the no kill requirements because the level design feels shackled in the majority of the levels and it takes away from the satisfaction of mastering them. >The Story/VN The game has a story, it's mostly inconsequential and not very pleasant to listen to thanks to the writing. You're a Neon, basically an assassin/warrior who died and went to Hell but have been brought to Heaven for 10 days to clear out a demon infestation in a kind of free for all royale of who can kill demons the best for a year long stay in Heaven until the next cycle. He doesn't really have a set character beyond "poser nerd who' actually has the cool skills". Talks about anime and video games and "norway death metal bands where you can't get any of the lyrics" and is a katana fag. Funnily enough the entire time I thought the nerd doing his voice was some guy trying to imitate Steve Blum and then it turned out it was Steve Blum. >White(your character) has amnesia but feels a connection to the other side characters. >Yellow: Is the generic "brodude" character. He's really chummy with White and more or less talks like Michaelangelo from the TMNT except with a lot more twitter mannerisms and braindamage. He also makes anime references and a blatant reference to Naruto. >Red: Cheesecake love interest. She loves to tease White. >Violet: Brat with thick thighs and an absolutely painful voice/dialog. She's the "ha ha I'm an absolute psycho aren't I quirky and lovable" character. >Green: The antagonist. white has a hate boner for him. >Raz: One of the angels you meet. Is basically a bartender(who only serves water) and is completely clueless and curious about mortal life. >Mikey: Another angel. His portrait is literally Garfield for 'funny' reasons and likes mafia movies. He also gives you your missions. >Believers: Basically the "pure" souls who belong in heaven. They're all snooty elitists Naturally you gain back your memories by progressing in the game(and character specific memories by giving them gifts). Turns out that White and the other colors were part of a gang that got wiped out in a heist orchestrated by Green, their boss. The heist was an excuse for him to more or less suicide the gang in a grudge against some guy who wronged him a while back. White was the second in command but was Green's bitch and as such instead of talking him out of it he hyped up the rest of the crew into taking the job which is why he has a hate boner. White and Red were lovers, Yellow was more or less the generic brodude of the gang, and Violet was more or less the psycho brat of the gang and she really wanted Green's dick, to the point where she was jealous when White was recounting to her his sparring session with him where Green ambushed him, gave him a piledriver(because his dick was in his face, get it? FUNNY) and sat his ass on White's face. It also turns out that the believers were sour faggots who did not like that Heaven allowed people from Hell redemption and that they weren't special so they revolted against God and put him in stasis, the remaining angels more or less surrendering to them. The demon infestations are a result of that war and the cycles are their answer to those infestations. Ultimately Green(the top dog for demon slaying) revolts and kills all of the believers, aiming to unite the books of life and death to send everyone to hell because he was sour that his life wasn't all roses(mainly because he's still asshurt about the guy who wronged him in life). You kick his ass(Because apparently White was chosen by God or something, I really wasn't paying much attention at this point) and then as the other angels are putting God back together you either choose to put Green in the book of life, forgiving him and giving him the redemption he refuses or the book of death(I didn't pick this option). God then puts the rest of the gang in the book of life showing that they're all redeemed. I really disliked the VN bits. This is for two main reasons >The dialog is really, really, really shit. >It's absolutely basic in terms of visuals and style. There's extremely little to the VN parts when it comes to unlockables. Very little CG, no dialogue choices or interesting conversations with the other characters, the most you get are gifts from the angels. Raz gives you various crafts representing each of the other neons, while Mikey gives you drawings of how each neon sees the angels. Some of them like White/Red see them as cats similar to Garfield, Yellow sees them as wrestlers, Violet as ??? and Green as the devil from Castlevania Lords of Shadow 2(the really buff not Nathan Splosion from Metalpocalypse version of the devil). Otherwise you get "heavenly delight tickets" for acing an entire chapter. You go up to believers who give you various "rewards" alongside other top earners like mining gems for the believers, a spa day, a cookout, etc. I only really liked two of these, the ones where the other top earner is Green. One is making friendship bracelets with him where they're both at each other's throats, and the other is a cookout. The rest are mostly cringey but I did like seeing Violet and Red in swimsuits. The part that really bothers me here as well is the unskippable animation for giving gifts. There's so much reuse and wasted time where you have to go through a dialog box, then the prompt that you can gift someone a gift, then waiting on the screen to fade out, fade in again with the character's insight bar, the 7-9 second animation of the gift going into the insight bar and the bar filling up, the 5 second animation of the title of your reward, the screen to fade out again and then you getting the reward. It gets even worse when you have multiple gifts because you can't just give them all in one batch, this has to be done individually for each gift and you usually get 2-3 gifts for EACH CHARACTER every chapter. It's also very intuitive because you can't just use the keyboard to get through this faster. You can't pick who you want to speak to through the keyboard, but you can't fast forward except with the keyboard, but you can't select any of the options of the gift giving prompt except with the mouse and you can't fucking fast forward the dumb gifting animation. It's annoying as shit and it's the icing of the shit cake that is the story/VN bits of Neon White. >Endgame Once you're done with the game you get level rushes for each character. IE you can go through all of Red/Violet/Yellow's sidequests in one go, or the regular levels but all of the cards are replaced by the rocket launcher or whatever. I'm not a big fan of these "in one go" modes so I skipped out. I really enjoyed the game but I'm glad I pirated because 25 dollars is far too much for what's here and a lot about it irked me. Tl:dr >Fun >Penultimate chapter was a blast <bit on the easy side <VN bits are utter cringe
>>1949 >Playable rating in RPCS3 Huh, if I figure out how to pirate this I may give it a go. I suspect my PS3 won't last terribly long, so it's probably about time I got the hang of emulating this thing.
>>3337 >if I figure out how to pirate I haven't used RPCS3 but it's probably the same pkg + rap combo as on real hardware. The pkg is your game data and the rap provides the decryption key. PSNDL is the go to database for both of those: https://psndl.net/ >I suspect my PS3 won't last terribly long Why's that, is it a phat?
>>3338 Lately the drive has been unusually loud sometimes when playing discs, and yes, it is a fat one.
>>3339 Console spiders most likely. Nothing to worry about.
>>3339 IIRC it will still function without a working disc drive (but if you want physical that obviously wouldn't suffice). Phats are fully CFW capable so there is the option to play everything off the HDD. Also you may know this already but redoing thermal paste on OG units is highly recommended so they don't cook themselves.
Open file (95.82 KB 240x240 dub1.png)
Open file (51.00 KB 616x347 dub2.jpg)
Open file (41.79 KB 616x347 dub3.jpg)
Open file (42.84 KB 616x347 dub4.jpg)
Open file (37.72 KB 616x347 dub5.jpg)
Super Rub'a'Dub takes the famous PS3 Ducks demo and turns it into an actual game. Developed by Sumo Digital (LittleBigPlanet 3, Sonic & All-Stars Racing Transformed) and released on PSN in 2007 this title was an early showcase for the power of Cell. There's no story and the premise is simple, across 60 levels you have to save the trapped ducklings and deposit them in the goal, all the while avoiding hungry sharks and bottomless pits. To do this you must use Sixaxis to tilt the tub in the desired direction, gliding your rubber ducky across the water. The game is somewhat similar to Super Monkey Ball, and actually fairly fun once you get a feel for movement (good luck if you get caught in a whirlpool or water current though). The game also ranks your best time and ducks collected, with the possibility of unlocking some nice skins if you do well throughout. However, the motion control requirement does impact your ability for precision control, and the jump mechanic makes things even more finicky. Thrusting the controller upwards causes your duck to bounce like a kangaroo (often into the nearest pit), and as you would expect sometimes jumps will misfire or simply not work. Given that the buttons are otherwise unused during gameplay there's no good excuse for not assigning jump to the X button, a simple change like that would have made some of the later levels far less infuriating (there aren't many games that will make you say "Duck you motherducker!" or "I'll break off your bill and shove it up your quackhole!"). Fortunately the game does offer some respite by giving you a shark and letting you loose on those fluffy duckers. Now, believe it or not the motion control obsession doesn't end with the gameplay, as this game has: S I X A X I S E N A B L E D M E N U S Absolutely quackers, somebody deserves a gold medal (and a permanent residence at the nearest insane asylum)! As a tech demo the graphics are an essential element, and Sumo Digital certainly delivered. As one of the rare full HD 60 FPS titles on the system, this game has a very clean and polished visual aesthetic. There's plenty of polygons to go around and the textures are high resolution with a nice shiny finish. The star of the show is of course the water simulation which looks excellent as it sloshes around and spills over the edge of the tub, occasionally it does look a bit blocky but it's still very impressive, putting many modern games to shame. The menus are just as crisp and inviting and help to create that 7th gen Nintendo vibe that this game embodies. The audio serves to compliment the visuals. Various sound effects of splashing and quacking fit the gameplay well and the UI sounds continue the Wii-like atmosphere. Music is suitably relaxed, setting the right tone for a puzzle game (the XMB music reminds me a bit of the main menu in Maple Story to give you an idea). Super Rub'a'Dub is a very interesting title to see on the PlayStation 3, it's as if Sumo Digital accidentally released a Wii game on the wrong platform. It's also quite enjoyable if sometimes frustrating (this is probably a pretty decent party game with the included multiplayer), there's certainly worse ways to adapt a tech demo. Speaking of, the original demo was leaked back in 2018 and even works on real hardware (just remember to set your output resolution to 720p): https://archive.org/download/PS3ProtoReupsRedump/bigduck%20sample.pkg
Tunic Is a game I've been seeing snippets of as far back as 2017 or 2018. It never really stood out to me and my initial thoughts were always "Wow it's indie-zelda but you play a fox and the artstyle is flat colors, big deal". The following years whenever I'd see it pop up I'd still brush it off as "gay indie zelda with a fox" and "what the fuck are they doing that it's still in development all this time. It came out March of this year and I thought why not try it out and see what they were doing all this time. >Gameplay - Basics Tunic starts off playing how you'd expect an "indie zelda" to play. Movement's okay if a bit floaty, you have a stamina bar, a dodge roll with the first half having i-frames, limited healing that refreshes stacks when you go and rest at a shrine, with enemies respawning, high enemy damage, aggressive enemy patterns, the whole "souls-like" spiel. It's not bad, but it's not a big standout either. At this point in the game it's a 4/10. It's a barely special indie take on Zelda with some "souls" elements. However the real meat of the game and the entire reason why I heavily recommend this game, is the instruction booklet. >Gameplay - Instruction booklet To put it simply you don't have a tutorial or a keybinding list in Tunic. What you do have is an instruction booklet styled in the vague same vein as instruction booklets from the NES era. You have lots of cool art, pages dedicated to maps, pages explaining mechanics, "memo" hints where the devs doodled some solutions to the more advanced puzzles, lore pages, etc. It's a really cool idea and it makes the meat of the game. See with the exception of two upgrades, your progress in Tunic isn't really gated by anything beyond your knowledge of mechanics. You can find locked doors and mechanisms that you can interact with the first second you played the game but you just weren't aware how to do so until the instruction booklet reveals it. The instruction booklet is incomplete, you find the pages of which scattered around the world and so the core gameplay loop is exploring an area, finding items and maybe stumbling on one of the 60(technically 30, each page is front and back) pages revealing a new clue for you to pursue. If I could compare it to something else it would be La-Mulana but less masochistic, the feeling of slowly uncovering pieces of puzzle that was in plain sight all along and you just needed that tiny push or clue to finally piece it together. La-Mulana was a lot more clever(or in other words a lot more cruel about it, you'll never encounter permanently missable objects or something on the level of the Hell-Temple in Tunic or constantly be on the back-foot like you are in La-Mulana) about it but I still very much enjoyed the feeling of the puzzles and the design of it a lot. At this point the game turns to a 6.5/10, the addition of the instruction booklet and that aspect of mystery really adds a lot to what could have been just a standard boring indie zelda. >Gameplay - Endgame I'm going to be slightly spoiling some mechanics here. Nothing major but this might be something you'd like to go into blind, so I've put everything in spoiler tags. Again I highly recommend playing the game, as blind as possible and avoiding looking up solutions to the best of your ability as that is the entire draw of the game. With the exception of one "fuck this I know I got this right but I made a tiny mistake somewhere and I can't be assed to find it" I looked up nothing in the game and I greatly enjoyed myself, and I highly recommend you do the same. At some point you figure out your end-goal is gathering three key-items across the world, slotting them in a temple which then opens up a fight versus the final boss. Once that happens you've gotta do some work to fight that final boss, as initially fighting them has you stripped of all of your upgraded stats and you have to go around the world as a ghost re-unlocking the stats so you can actually fight them properly. Once that's done you see the "bad" ending and are told you can either go to NG+ or go back before the fight and try to collect all pages of the instruction booklet for the true ending. At this point you have the entire game open to you and this is where you notice how much effort was put into this game for this very segment alone. This part is what elevates the game for me to an 8 or a 9/10. Basically the endgame consists of three large game-long puzzles that you have to solve. >Puzzle 1: Fairies Near the end of the game you uncover a mechanic that allows you to interact with a lot of objects in the world that you may not be aware were even intractable to begin with. You also get a page in the booklet with a list of 20 fairies and a hint for a spell you can cast with the mentioned mechanic that seeks out fairies. The spell points you to the general area where the fairy exists and then you have to go figure out what the puzzle is and how to solve it. With the exception of three, I really liked these puzzles. It's mostly noticing shit about the environment that you then use to input a password to uncover the fairy but it triggers a lot of satisfaction noticing how previously "strange" details you might have made out in the environment actually tie into a puzzle, very much like la mulana. The parts I didn't like are some of the password-combinations are a bit too long and there's no visual cue to let you know if you've failed a combination midway through. There's also a bit of guess work, "this isn't consistent to the rules of other puzzles" and camera fuckery with a couple of fairies. To my recollection there's one where the password is revealed to you as a spinning reflection of light-rays reflected from a pond onto a bunch of jagged walls. It's not clear if you should take the reflection of the image into consideration, what the starting point or orientation is or where the ending point is and it involves a lot of waiting on the rotation to reach a certain point. >Puzzle 2: Golden Path Once that's done you'll have one missing page, the cover page of the booklet. Near the start/middle of the game you might have came across a large sealed door in the mountains with no way to open it. One of the instruction pages explains to open this you need to traverse the golden path, with a nearby page having a golden, numbered grid. This is easily THE coolest puzzle in the game. (Major spoiler)The numbers correspond to the pages in the booklet, and each one of these pages has a detail somewhere that you might have noticed or ignored that form pieces of a larger path. You connect that path and you get the hint for the password you need to enter to open that door and get the final page. It's such a cool fucking puzzle because it shows not only a level of detail in being placed in the game's world for the sake of a puzzle, but the same level of effort being placed also in the booklet. As before if I had a complaint is that there is no visual cue and the password is at least 70 inputs long. This is where I had to bitch out and look up the password online, turned out I had made a mistake in a single page(two inputs as one) and that's what I was missing. The pages aren't too obvious in certain places and it's never really clear where you fucked up if you did which is why I wish they at least signaled it. >(Optional) Puzzle 3: 12 secrets You can stumble on a secret room that has twelve pedestals for secret golden items. You get the hints for these near the very end, probably at the same time you can solve the Golden Path puzzle. I solved 8/12 of these as I was playing, decided to go see what the true ending was and then the game dumped me in new game + without the ability I needed to go find the remaining 4 so I didn't get them all and I cannot be bothered to replay. The few that I did were nice and fun but they weren't "holy shit this big of a puzzle was hiding under my nose all along?" like the previous two endgame puzzles. I've read online one of the puzzles is massive and requires translation of the instruction booklet's language when possible so that's a shame, but maybe it shouldn't have dumped me in new game+ you cunts. This part of the game was an absolute blast and it's the whole reason why I felt the need to even talk about the game. It's just a level of trust in your player that you rarely see in games anymore and I can respect and enjoy the fuck out of that. >Music As an aside, the music in this game is by Lifeformed, who you might know as the guy who did the music for Dustforce. The music's just as good here but I'm not sure it really fits the aesthetic of the game in the majority of areas. I still really love the parts with "lo-fi beats" because that's where Dustforce's music excelled. >Conclusions Fun game, play it, stick with it to at least after the guard captain and avoid looking up ANYTHING online unless you're really stuck, in the "I know what the solution is but the orientation is fucked and I can't be bothered deducing what specific way the devs want me to look at this" way.
>>3344 How interesting. The manual concept reminds me of the reading material in Retro Game Challenge (Game Center CX). Unsurprisingly for a name so generic somebody already used it for another fangame: https://solarus-games.org/en/games/tunics
>>3344 Well I took a chance and played this furshit after reading your post and don't regret it. I'm either too dumb or don't have the autism to 100% some of this shit without looking up the rune translations but it's entirely possible to figure out enough to get to the end and I got about half of the fairies/golden spirits/whatever they're called before saying fuck it and going for the final boss. The Heir can be a real nigger of a battle but it was very fun all the same. Sort of a spoiler here, though it won't ruin the game for anyone the hero's laurels can be kinda finicky, I'm embarrassed to admit I had a much harder time than I should have finding my way to the East Forest entrance in the night/ghost world because I couldn't properly teleport to the far shore entrance during my first two tries and assumed the bricks you're supposed to walk on were just scenery before moving on to some other shit. It's definitely controller oriented though, I played through the first half on my keyboard before getting frustrated and digging out some shitty logitech controller I have and things went much more smoothly after that. Overall I'd say this is easily an 8/10 game, and you can get it on gog-games for free so there's not much of a drawback for trying it.
>>3344 More small spoiler response to this. >To my recollection there's one where the password is revealed to you as a spinning reflection of light-rays reflected from a pond onto a bunch of jagged walls. It's not clear if you should take the reflection of the image into consideration, what the starting point or orientation is or where the ending point is and it involves a lot of waiting on the rotation to reach a certain point That was the last fairy puzzle I completed before saying fuck it and going for the final boss, you have to rotate the pattern and it's much easier to just draw it on a post-it note or some shit and rotate it along with the reflection as you're drawing it out. It took me too long to figure that out because I'm dumb and when I finally got it I was drained of any motivation to get the rest of the fairies during that session. I'm going to try for a 100% run next to see the "good"" ending or whatever but if something catches me in one spot for too long I'm going to say fuck it and look it up this time.
>>3383 I'd say that's fine. I feel the reward is figuring out the puzzle and not whatever esoteric knowledge the devs had in mind at the time because they should really signal it better. What if I needed to reverse all of the directions because it's a reflected image off the water? What if I'm unaware which of the jagged walls represents the true orientation of the path? It's just dumb and overly long and involves a lot of waiting.
Open file (350.42 KB 1600x800 Hardcore Mecha.jpg)
Hardcore Mecha It's a chinese/taiwanese(one of those two) 2d mecha game. It's a very simple, fairly short(I'd say around 2-3 hours, it's 8 chapters of two 10 minute missions each. You have four attacks, two of which are melee(effectively non-customizable), a main gun(you also get secondary main guns that don't reload) and a secondary shoulder mounted weapon. You also get a boost gauge similar to a game like say Rocktron where holding R1 boosts you in whichever direction you're holding the left analog in. You can also block but I've rarely used it. The game's really simple but doesn't play much to its mecha strengths. There's very limited customization. In terms of weapons you have three configurations of your main gun, a shitty mode, a high power low magazine mode and a medium power high magazine mode. For the secondary you have a shitty peashooter and a slightly less shitty pea shooter and a rocket launcher. For your melee weapons you don't really have a choice, you start off with a shield bash and a dumb punch and then they get upgraded a few levels into the sword and electric shield bash and there's absolutely zero reason not to pick those. The parts where you have the most amount of customization are your mods and consumables. Consumables are meh, you can't go wrong with the health pack and the rest are pretty situational. Mods are just stat boosts and unless you pick boost enhancements and gun/melee enhancements you're likely doing it wrong. You also get to pick one mech and one mech only, which is strange because you can tell there are a lot of mech classes with their own abilities and movesets. Turns out you can use those, in multiplayer. In singleplayer you're stuck with the generic gundam instead of the infinitely more interesting red melee-only mech that your not-rival pilots and you get to have three or so boss fights against. It's so strange that they couldn't even bother rotating the mechs or characters in the campaign since that seems like a sure given to actually spice that part up. Besides that I have no qualms about the actual game itself. It's fun, it's short, it doesn't really overstay its welcome and if I had an issue is that some bosses are a bit of a damage sponge and that the ranking system doesn't make much sense especially when you're never really aware what about your ranking didn't net you an S-rank, and it seems to unlock fuck all. I'd recommend a pirate if you have a few hours to waste.

Report/Delete/Moderation Forms

no cookies?